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GAM670/DPS905 Weekly Schedule 20121

528 bytes added, 19:57, 14 February 2012
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Matrix projection; // projection transformation
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:: APIDisplay.cpp- setup()
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// points to compiled shader code
d3dd->SetVertexShader(vertexShader);
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:: APIDisplay.cpp - setProjection()
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this->projection = *((Matrix*)projection);
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:: APIDisplay.cpp - beginDrawFrame()
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Matrix& v = *((Matrix*)view);
uniformVS->SetInt(d3dd, "noLights", 4);
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:: APIDisplay.cpp - set()
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uniformVS->SetBool(d3dd, "lighting", b);
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:: APIDisplay.cpp - setWorld()
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uniformVS->SetMatrix(d3dd, "world", (D3DXMATRIX*)world);
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:: APIDisplay.cpp - setReflectivity()
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uniformVS->SetFloatArray(d3dd, "material.ambient", (FLOAT*)&r.ambient, 4);
uniformVS->SetFloat (d3dd, "material.power", (FLOAT)r.power);
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:: APIDisplay.cpp - release()
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// release the shader COM objects
}
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:: APILight.cpp - setup()
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// Populate the vertex shader constant table
rc = true;
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:: APILight.cpp - turnOn()
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char constantLightOn[] = "lightOn[0]";
uniformVS->SetBool(d3dd, constantLightOn, true);
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:: APILight.cpp - update()
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char constantLightOn[] = "lightOn[0]";
uniformVS->SetBool(d3dd, constantLightOn, true);
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:: APILight.cpp - turnOff()
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char constantLightOn[] = "lightOn[0]";
uniformVS->SetBool(d3dd, constantLightOn, false);
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:: APIGraphic.h - class APIXMesh
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D3DXCOLOR* ambient;
FLOAT* power;
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:: APIGraphic.cpp - APIXMesh()
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ambient = nullptr;
power = nullptr;
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:: APIGraphic.cpp - APIXMesh()
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ambient = nullptr;
power = nullptr;
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:: APIGraphic.cpp - operator=()
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if (ambient)
}
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:: APIGraphic.cpp - setup()
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ambient = new D3DXCOLOR[nSubsets];
power[i] = matl[i].MatD3D.Power; // 0 if it shouldn't be shiny
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:: APIGraphic.cpp - draw()
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uniformVS->SetFloatArray(d3dd, "material.ambient", (FLOAT*)&ambient[i], 4);
uniformVS->SetFloat(d3dd, "material.power", (FLOAT)power[i]);
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:: APIGraphic.cpp - suspend()
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if (ambient)

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